I've done a few small projects with Allegro before, nothing too intense, so it's quite possible that I'm missing a step or some info.

glGenBuffers is throwing a good ole 'memory access error'. The debug shows it to not be properly initialized. Which correct me if I'm wrong here but I'm using the ALLEGRO_OPENGL_3_0 flag and this required 3.0 or >. And 3 has VBOs.

So am I missing something to properly initialize the gl function calls. Something similar to glewInit perhaps?

Includes

#include <allegro5/allegro.h>#include <allegro5/allegro_opengl.h>

Which I believe is all I need to include for opengl support in allegro correct?

Display Creation (`al_init` is before this point and returns successfully)

This page says the second parameter is supposed to be a GLuint pointer, not a pointer to an GLuint, which is what you have.

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They are one in the same(as far as a receiving function is concerned), GLuint x;&x; is equivalent to GLuint * x =new GLuint(); or GLuint x[]={0}; x; They are all pointers to a GLuint/of type GLuint pointer.

However I tried anyway(pointer definitions):

GLuint * vboNy =new GLuint();
glGenBuffers(1, vboNy);

Result in the same errors.Through msvc's debug again shows that glGenBuffers points to NULL.

edit Also I tried your suggestion no luck and your example for me produces the same result as I've been having. I feel like you're onto something with the whole allegro setup thing, I thought I'd get away with being lazy and use some precompiled binaries. However something tells me building it locally will probably fix this.

UPDATEI built 5.0.9 from source using the msvc 11 compiler.Didn't resolve the issue it's still there. Maybe I should try 5.1.X although I doubt that's the issue anymore.

Tried getting glew to play nice with Allegro(dirty I know but running out of options) couldn't get it to go.

Not sure where to go from here and help/ideas are appreciated.Thanks

UPDATE 2It looks like it does, but just to be sure, Allegro does manage OpenGl extensions in Windows correct?

UPDATEI overwrote MS's GL*.h files, with new ones of the equivalent version and this solved it. I'm still not sure what happened(if they got corrupt or what) or how but at least it's a thing of the past now.